So you mean NO, you weren’t using it on units but rather the upgrade of a resource producer. Is that what you’re trying to say? Read the question carefully before answering :P Because speeding up unit production isn’t FREE. Only builds and upgrades have 5 minutes for free.

I agree. I’ve pretty much quit because of this. Since the Asset changes I only log in once a day or so to reinforce something. And normally I don’t even have enough res to reinforce to lvl 2. If there aren’t more res around by the time I get all my stuff reinforced to 1 I’ll probably leave permanently.

If assets get limited to the number of heroes one has, then truly they should get buffed to hold more res again.

Agreed.

@syn: Good job, except for one thing; alphabetically-sorted assets doesn’t help. The others sorted alphabetically does though, thanks for that. The reason why it doesn’t help on specifically assets is because the old system was somewhat based on distance, which was great. On the other hand, sorting rivals in alphabetical order makes things SO MUCH easier (not being sarcastic), thanks.

@others: Stop whining for now being unable to hold a stupid amount of assets. I think this system is fair, though the amount of res carried by each should be increased as quoted above.

Keris is still useable to take citadel and not for getting resources. Please remove shadowwalk when attacking citadel and stop the abuse.

wow casperge if you still cant take out a keris after all this nerfing while attacking your base then well i have no words ….

Ikr? I don’t even… Defuq? Are you asking them to remove his only useful skill? Rofl. Also, it wasn’t a nerf, it was a balancing. Less “stupidly impossible to kill” but more damage dealt. Very fair trade.

kabal’s TB is fkking costs lot of mp compared to other TB and by the time he comes to 10 th TB he either dies first or runs out of mp.its fkking annoying either increase the attack to 800 on 10 th mark or increase the mp for TB to 15 and decrease the number of marks to 5 only.

Lol, not at all. It’s fawking awesome. Try it on asset cits ;) Also, wait 3~4 seconds between each use and you’ll get to 17 easily. Nehow, that skill is made specifically to destroy one single target with all you mp. So, if you don’t want to do that, just summon zuggs.

I highly doubt they’re ignoring us. They just don’t check this every second or reply to everything we say. They do note things down as things happen, but only let up know about once a week or twice if you’re in chat.

Also, further reducing res gain solved nothing. Dowik’s idea was better; start at 0 and produce only when owned. There is not an excess of resources as thought by others; they just don’t have anything expensive to build.

We’re working on even more changes to alerts. So with that suggestion, if player A owns an asset and it has 200 wood and then player B takes it, does that asset’s res drop to 0 and then start pumping back up? Is that 300 wood lost?

Thanks for the suggestions, guys. Despite what WLK says we actively listen to try and improve the game. Threads like these help us out.

That could work too. The thing is that currently unowned assets are full, so someone could just go around and find unowned ones to get instant resources. That’s the problem, but resetting it to 0 when switched hands is also an option, though it’s quite penalizing even to the attacker. Maybe reduce to half instead. The real problem is defending these assets and the protection time that follows when it is taken. We learned something from season 1~3, and I hope you don’t forget what you learned; protection is a bitch and is abused abusively (just to put emphasis on abuse). Considering how near-impossible it is to defend an asset due to its shittiness, putting only player-based protection (or guild-based) on assets is how it should work. Player A owns an asset. Player B takes it with super ease because it’s badly designed. Player A has X minutes to reclaim it and does so, therefore manages to keep half of the resources that were in there while blocking B from attacking it for X hours. If Player A doesn’t reclaim his/her asset fast enough, it now belongs to B, and B gets the half of resources that was inside. That’s how it should work. Speaking of halving resources, the harvest button should be disabled when an asset is under attack, and a message should be shown in chat that this asset is under attack.

As for @ above, that’s good, but I don’t like the protection idea the way you mentioned it for the above reason.

With that new system, the cap doesn’t need to be so low, because resources are actually needed in LARGE amounts at higher levels, such as 8 and 9, so we’ll have more end-game players fighting for that res and giving them something to do other than watch an upgrade run for 800 days.

Also, further reducing res gain solved nothing. Dowik’s idea was better; start at 0 and produce only when owned. There is not an excess of resources as thought by others; they just don’t have anything expensive to build.

Just for the record, I was simply replying to base’s post above mine. I wasn’t saying anything was “wrong”, nor did I say Shelix was wrong. I was simply pointing out the definition of damage reduction, and that’s it.

Well, 15% reduction means they take 85% of the damage, so simply *0.85. No division there. As for the other number, it’s not multiplied by it, but rather divided. so /117.647 etc. But *0.85 is way simpler and just as correct.

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